Otherworldly Steed


Otherworldly Steed

Large Celestial, Fey, or Fiend (Your Choice), Neutral
Armor Class 10 + 1 per spell level
Hit Points 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
Senses Passive Perception 11
Languages Telepathy 1 mile (works only with you)

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equal your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

Bonus Actions

Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the condition until the end of your next turn.

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell's level.